#He Sleep
FREESLOT
MT_FrankDance
S_FRNK_STND
S_FRNK_STND2
S_FRNK_STND3
S_FRNK_STND4
SPR_FRNK
sfx_AAAAAA

Thing MT_FrankDance
#$Sprite FRNKA0
MAPTHINGNUM = 4018
SPAWNSTATE = S_FRNK_STND
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
Radius = 25*FRACUNIT
Height = 35*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

FRAME S_FRNK_STND
SPRITENUMBER = SPR_FRNK
SPRITESUBNUMBER = 0
DURATION = 8
NEXT = S_FRNK_STND2
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRNK_STND2
SPRITENUMBER = SPR_FRNK
SPRITESUBNUMBER = 1
DURATION = 8
NEXT = S_FRNK_STND3
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRNK_STND3
SPRITENUMBER = SPR_FRNK
SPRITESUBNUMBER = 2
DURATION = 8
NEXT = S_FRNK_STND4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_FRNK_STND4
SPRITENUMBER = SPR_FRNK
SPRITESUBNUMBER = 3
DURATION = 8
NEXT = S_FRNK_STND
ACTION None
VAR1 = 0
VAR2 = 0

#HERE WE FUCKIN GOOOOO
FREESLOT
MT_DetonDance
S_DETDNC1
S_DETDNC2
S_DETDNC3
S_DETDNC4
S_DETDNC5
S_DETDNC6
S_DETDNC7
S_DETDNC8
S_DETDNC9
S_DETDNC10
S_DETDNC11
S_DETDNC12
S_DETDNC13
S_DETDNC14
SPR_DDNC

Thing MT_DetonDance
#$Sprite DDNCA0
MAPTHINGNUM = 4019
SPAWNSTATE = S_DETDNC1
SPAWNHEALTH = 1000
SEESTATE = 0
SEESOUND = 0
REACTIONTIME = 8
ATTACKSOUND = 0
PAINSTATE = 0
PAINCHANCE = 0
PAINSOUND = 0
MELEESTATE = 0
MISSILESTATE = 0
DEATHSTATE = 0
DEATHSOUND = 0
XDEATHSTATE = 0
SPEED = 0
Radius = 25*FRACUNIT
Height = 75*FRACUNIT
MASS = 100
DAMAGE = 0
ACTIVESOUND = 0
RAISESTATE = 0
FLAGS = MF_SOLID|MF_PUSHABLE|MF_SLIDEME

FRAME S_DETDNC1
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 0
DURATION = 5
NEXT = S_DETDNC2
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC2
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 1
DURATION = 5
NEXT = S_DETDNC3
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC3
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 2
DURATION = 5
NEXT = S_DETDNC4
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC4
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 3
DURATION = 5
NEXT = S_DETDNC5
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC5
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 4
DURATION = 5
NEXT = S_DETDNC6
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC6
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 5
DURATION = 5
NEXT = S_DETDNC7
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC7
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 6
DURATION = 5
NEXT = S_DETDNC8
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC8
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 7
DURATION = 5
NEXT = S_DETDNC9
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC9
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 8
DURATION = 5
NEXT = S_DETDNC10
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC10
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 9
DURATION = 5
NEXT = S_DETDNC11
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC11
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 10
DURATION = 5
NEXT = S_DETDNC12
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC12
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 11
DURATION = 5
NEXT = S_DETDNC13
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC13
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 12
DURATION = 5
NEXT = S_DETDNC14
ACTION None
VAR1 = 0
VAR2 = 0

FRAME S_DETDNC14
SPRITENUMBER = SPR_DDNC
SPRITESUBNUMBER = 13
DURATION = 5
NEXT = S_DETDNC1
ACTION None
VAR1 = 0
VAR2 = 0